Hume
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Posts posted by Hume
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No, it will stay with you unless you visit that person. That person will become hostile if you refuse to give the canister. You don't have to kill that guy when turn hostile though.
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Does it make things too easy? Does it feel like using the Character editor or exploiting a glitch for gains?
No. The mix makes a lot of things stronger, and a small amount weaker. For an optimal party, I feel the remix makes it slightly weaker. For new player, the remix will make your life easier since it allows more viable build.
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You can get to even higher levels by creating and killing your own creations; I don't know if that exploit was ever fixed in G1, although it was removed in later games. I think G1 has a hard cap at level 31.
The last time I played Geneforge, killing your own creations will not give you xp unless they have gone rogue.
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Hint
Touching the ancient pylons in the right order will unlock a secret level
You will know if the pylon you touch is the right one if you read the message
The pylons roughly form a circle. Find the right start pylon, then try touch other ones clockwise or counterclockwise in the circle.
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The natural armor stat is an artifact of previous games where it was actually used. You'll notice that all of those natural armor lines are commented out! I don't remember if it was taken out in G4 or G3, and I don't know if it was actually removed from the codebase or simply commented out in the defs, but it does seem to behave the same way as resistances 0, as far as I can tell.
Natural armor works in G1 and G2, x natural armor reduce all damage taken by dx (a dice from 1 to x). Then later geneforges there are different types of damage, and armor reduction is percentage based, so natural armor is no longer used.
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CREATURE TYPE 3 (Mindless-- immune to mind-affecting e.g. daze, terror, charm)
Turret 25/0/0/0/0/0/100
--Venom Turret 25/0/0/0/100/0/100
--Burning Turret 25/0/0/0/0/100/100
--Submission Turret 25/0/0/40/0/50/100
--Reaper Turret 25/0/0/0/0/0/100
Flaming Shrub 25/100/0/0/0/0/100
--Spraying Shrub, Swamp Shrub 25/0/100/0/0/0/100
Pylon 60/70/90/30/0/20/100
--Energy Spire 60/70/90/30/0/20/100
Spinecore 25/0/0/0/0/0/100
Venomous Spinecore 25/0/0/0/100/0/100
Good job.
What about physical resistance, is it the same as stun resistance, not listed, or the stun resistance is actually physical?
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This table works for Geneforge 5 too.
The only important difference is Tralls and Shock Tralls have 30 40 40. i.e. they have 0 energy resistance in GF4, improved to 40% in GF5
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There is no requirement to reach the tower, but there is a requirement to meet Solberg.
Someone in Tower of Magi will give you a quest to find him
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IIRC, you need to have learned about the demon lord trapped in the Tower of Magi, and you may also need a certain reputation level.
I think you cannot even meet Mr. Solberg if you do not know about the demon
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Just to make sure I understand, the numbers are listed in order of Physical, Energy, Fire?
Correct
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Only listed physical, energy, and fire resistances, because they are a lot more important than other ones. (For some version, where drayks, drakons and ur-drakons does physical damage, even fire resistance is not so important.
Ur-drakon is the most overpowered creation. They not only have a large damage boost over drakon, the best ancillary effect - slow, but also the best resistance - a 70 energy resistance over drakons.
Shaper 40 50 50
Guardian 60 50 30
Alwan 0 0 0
Agent 50 60 30
Greta 0 0 0
Fyora 0 0 30
Cryoa 0 0 0
Thahd 30 0 0
Charged Thahd 0 50 0
Unstable Thahd 0 80 0
Artila 0 50 0
Searing Artila 0 0 0
Charged Artila 0 100 0
Inferno Wyrm 0 0 100
Ornk 0 0 0
Oozebeast 0 0 0
Detonating Beast 0 0 0
Shock Trooper 0 0 0
Servile Defender 0 0 0
War-Bred Servile 0 0 0
Servile Icecaster 0 50 50
Servile Mindcaster 0 0 0
Servile Cultist 0 0 0
Servile Vat Tech 0 0 90
Servile Power Tech 0 90 90
Baton Servile 0 0 0
Roamer 20 0 0
Guardian Roamer 0 0 0
Pyroroamer 0 0 0
Icebreath Roamer 0 0 0
Slimy Worm 0 0 0
Fiery Worm 0 0 0
Venomous Worm 0 0 0
Spawned Worm 0 0 0
Oozing Worm 0 0 0
Spawned Crawler 0 0 0
Oozing Crawler 0 0 0
Vlish 30 30 0
Charged Vlish 30 30 0
Spectral Vlish 0 0 0
Clawbug 40 0 0
Plated Clawbug 0 0 0
Stinging Clawbug 0 0 0
Redshell Clawbug 0 0 100
Spawner 25 0 25
Servant Mind 50 75 0
Turret 25 0 0
Venom Turret 0 0 0
Burning Turret 0 0 0
Submission Turret 0 40 0
Reaper Turret 0 0 0
Flaming Shrub 25 0 100
Spraying Shrub 0 0 0
Swamp Shrub 0 0 0
Scout 40 25 25
Elite Warrior 0 0 0
Blademaster 0 0 0
Guard 0 0 0
Thornflinger 0 0 0
Shade 30 0 0
Battle Alpha 40 0 20
Servant Golem 0 0 0
Battle Beta 40 0 20
Glaahk 30 80 0
Ur-Glaahk 30 80 0
Apprentice Mage 0 40 25
Wizard 0 80 50
Shaila 0 40 25
Pylon 60 30 70
Spinecore 30 0 0
Venomous Spinecore 0 0 0
Burning Spinecore 0 0 0
Stunning Spinecore 0 100 0
Reaper Spinecore 0 0 0
Drayk 40 0 80
Cryodrayk 40 0 20
Rat 0 0 0
Golem 50 40 70
Drakon 40 0 70
Ur-Drakon 40 70 70
Unbound One 40 0 70
Gazer 0 80 50
Eyebeast 0 80 50
Rotghroth 50 0 0
Corrupted Rotghroth 50 0 0
Rotdhizon 50 0 0
Kyshakk 30 50 0
Burning Kyshakk 30 50 0
War Trall 30 0 40
Shock Trall 30 0 40
Wingbolt 40 80 0
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Good to know about luck. But I don't think it adds 2% to hit and to dodge anymore. Though that only matters for a while, obsolete long before the end game.
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I suppose so.
I have tested with a small-sized sample, the data suggests it works.
All items that add your blessings also add your cursing too. So they are likely treated the same way.
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No for intelligence
Spellcraft affect everything else (damage spells, healing spells, blessing and cursing) but summoning.
Most buff/debuff spell has a base duration of 3-5 turns. So 10 spellcraft adds another 0.6 to 1 turns.
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I find that in this remix (v2.5), battle discipline does 0 damage if you do not have the required skill. (like blademaster, sharp shooter)
This is bad. If you do not have the required skill, it is acceptable the battle discipline does nothing (allowing you to damage monsters normally). But preventing you harming monsters?
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Thanks all for the feedback. I couldn't work much on balancing weapons, I just thought that in vanilla 2H was pointless and DW the only way to go, and I wanted to change that. So what would you suggest, reduce 2H power or beef up a bit DW (maybe allowing more weapons to be used as off-hand)? In theory, I think it would be best to use DW for more stat and resistance bonuses, and 2H for raw power.
I agree, but a mandatory -5% penalty in parry messed things up. Change short swords to have a 5% parry bonus instead, so we can have a lot more build options.
From most offensive to most defensive:
Two-handed, dual wielding, dual short swords, spear and shield, long sword and shield, short sword and shield
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I cant find any on all platforms.
Might and Magic 6-9 are all action/rpg and not rpg
As far as Might & Magic 6-8 are concerned, you can choose between turn based and real time. If you play on turn based, they are not action/rpg at all. MM 6 and MM7 are great games and MM8 good. The bad thing is, they are more than 15 years old.
Turn based party RPG are very rare since Wizardry 8. Luckily there are some good ones release last year.
Divinity: Original Sin is the best
Shadowrun: dragonfall is also great
If you want more, try Wasteland 2
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You are not supposed to enter the fortress again. Once you kill to one you are supposed to kill, head to the portal and never be back.
All the optional quests in Formello are outside of the fortress.
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Short comment on melee/pole balance in this remix:
You can only use short swords as off weapon, and short swords have a penalty of -5% parry. Dual wielding is a lot weaker.
Long swords are about as good as the vanilla game.
Spears are about 1/4 stronger than vanilla, making them as strong as vanilla halberd. They are single handed, allow you to wear a shield, though they have a penalty of -5% parry.
Two-handed weapons are more than 50% stronger than the spears in this remix, with halberd better in offense and swords better in defense
Conclusion:
Two-handed weapons are the best in the remix, about as strong as dual wield without dual wield penalty in vanilla. But considering you can dual wield powerful combo like spectral Falchion and flaming sword in vanilla, two-handed weapons in the remix are about as good as dual wield in vanilla. Dual wielding in this remix are made worthless, though a little better than two-handed weapon in vanilla.
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On easy, anyone can tank.
But anyhow boosting mental magic is a good idea (and only viable idea on torment for singleton), and use daze (later strong daze), you will find easy really easy.
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The first Geneforge - ultra powerful, you are encouraged to destroy it, with or without using it yourself. The power it gives is so great that you want no one have it, or you are the only one.
The later geneforges are only poor replica, they make the user a little stronger, not make them god.
The second and third are for drakons only.
The fourth there is one at the very beginning, and is used to turn rebel apprentice into lifecrafter. You are a rebel apprentice.
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Sounds interesting. But why do I need fighters when my mages can melee as well?
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Sage lore is not bad. Both go with it and without it are reasonable.
With it: 3 sage lore, 2 arcane lore
Without: 13 arcane lore
Trade off
Sage lore: save 11 skill points
At the cost of 3 traits, one level of resistance for everyone, unable to get the max level of a few spells.
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Geneforge 3, I think
In the game, there are two artifact armors both gives 2 AP
a shield gives 1 AP
quicksilver leather/chain/plate
quicksilver boots
AEFTP Questions for a newcomer
in Avernum Trilogy (2011-2018 Remastered Versions)
Posted
The defensive skills are ratio-based. For example, a level of Hardiness reduce the damage taken by 2%. While most of the offensives skills are additive. Say, a weapon skill adds 1 to 4 more damage. The latter makes a much bigger difference early on, when damage and hit points are low. That said, because the increasing cost of skill, you should spend on both.
That is because shields are armors do not necessarily encumber you, even if they look heavy. Mages can wear a total of -5% without losing the ability to cast spells. You will find enough magical armors and shields that do not encumber for your mages sooner or later